To help our customers better understand our contests, we have divided this page into various parts:
Payouts
Contest payouts are based on the number of athletes chosen within a single play card as well as the type of play card being used. Below you will find a table that shows payouts based on the number of athletes and the contest type. All contests show the “To Win” amount upon creation. Certain free contests might have a different payment structure than the one shown below.
Quick Play (QP): | Payouts |
3 Athlete = | 6 to 1 |
4 Athlete = | 10 to 1 |
5 Athlete = | 20 to 1 |
6 Athlete = | 40 to 1 |
7 Athlete = | 75 to 1 |
8 Athlete = | 150 to 1 |
9 Athlete = | 250 to 1 |
10 Athlete = | 400 to 1 |
11 Athlete = | 500 to 1 |
12 Athlete = | 600 to 1 |
13 Athlete = | 750 to 1 |
14 Athlete = | 900 to 1 |
15 Athlete = | 1200 to 1 |
Pick ‘Em (PE)& Over Under (OU) | Payouts |
3 Athlete = | 4.5 to 1 |
4 Athlete = | 8.5 to 1 |
5 Athlete = | 16 to 1 |
6 Athlete = | 29 to 1 |
7 Athlete = | 53 to 1 |
8 Athlete = | 95 to 1 |
9 Athlete = | 165 to 1 |
10 Athlete = | 295 to 1 |
$1,000,000.00 Contest:
Entry Cost: $25 Entry
Number of Athletes: 25 Athletes
Prize: $1,000,000
Please note: A discrepancy in payment structure, between what is shown by the system and the tables shown here, that results in a payout structure above the tables shown here, will result in the contest being paid at the rate shown by the tables shown here. A discrepancy in payment structure, between what is shown by the system and the tables shown here, that results in a payout structure below the tables shown here, will result in the contest being paid at the rate shown by the system.
Play Card Rules
When creating contests, drivers must adhere to the following rules for the play card to be valid. The system should automatically restrict the following options. In the event that the system does not restrict such contests, the contests will be deemed void.
Different types of play cards cannot be combined. Quick Play options can only be placed against other Quick Play options. Dober Dojo options can only be placed against other Dober Dojo options. More / Less can only be placed against other More / Less options. $1,000,000.00 match ups can only be placed against other $1,000,000.00 match ups. Free contest match ups can only be placed against other Free Contest play match ups.
Play Cards can be created with Match Ups from different sports, however, athletes can only be matched up against athletes from the same sport.
Baseball Pitchers may not be matched up against potential Hitters in the same game.
All created contests are final. There shall be no changing of athletes, teams, or lines.
In order for a customer to enter a contest, the customer must enter a play card with a minimum of 3 match ups for Quick Play, Dober Dojo and Over and Under. The $1,000,000.00 contest requires a minimum of 25 match ups. Free contests will have different requirements for minimum number of contests, never below 3 match ups.
Only one play card can be created at a time. Play card selections are saved for 10 minutes; customers must either enter the contest with the selected play card within this time period or the play card will be emptied and the customer must re-select the match ups within the placard.
No Athlete may be chosen more than once per play card.
Contest Grading
Contest grading is an automatic process. In the event that contest grading differs from the grading rules displayed below, the rules below will be manually applied and any game results adjusted to conform to our standard grading procedure.
Standard Overtime Plays apply for athlete totals in NFL, MLB, NBA and NHL, with the exception of shootouts; except as deemed appropriate by the Dober Administration. Decisions on overtime are at the sole discretion of Dober Games management.
Games that do not conclude within 24 hours may be deemed at Dober’s sole discretion as void.
Play cards with 1 push or void play will be considered a push in their entirety as long as none of the other plays in a play card are a loss. A single match up that results in a loss will make an entire contest a loss.
For a contest to be won, all match ups within a play card must result in a win.
In-Progress Live Updates are for viewing purposes only and are not for use as part of contest completion and determination of contest results. In-Progress Live Updates are graded as frequently and accurately as possible.
The only scoring that shall be used for the completion of contests and the determination of prize distribution are those that are categorized as “Final”. Each athlete score is graded independently. Scores can be adjusted at the sole discretion of Dober Management.
In order for a match up to be won, the driver selected must win while covering the line. The line is the number immediately below the match up start time in the driver selection screen. If for example a driver is selected with 24.5 PFP +5, this means the driver only has to get 20 PFP to win, since the end result PFP will have 5 points added to it. If on the contrary a driver is selected 24.5 PFP -5, this means the driver must get 30 PFP in order to win, since his end score will have 5 points deducted from it.
Definitions
The following terms and acronyms will be used through the site, here are the meanings:
DFP: This refers to Dober Fantasy Points. This number represents the year long average of Dober Fantasy Points calculated per athlete. When viewing Fantasy Scores in Live View and in Recent Results this is the default number used to sort drivers.
PFP: This refers to Projected Dober Fantasy Points. This is the projected score that Dober believes each athlete will complete in a given game. This number can change through time at Dober’s sole discretion. A contest must be completed in order for a PFP score to be locked in to a play card. Play Card selections may change before a play card is complete and it is the user’s responsibility to accept the play card PFP at the time of confirming a contest creation.
Line: The line is the number immediately below the match up start time in the driver selection screen. This is a number that will be either added or subtracted to adjust the Athletes final score. In order for a match up to be placed as a win, the Athlete must win while taking into account the line. If for example a driver is selected with 24.5 PFP +5, this means the driver only has to get 20 PFP to win, since the end result PFP will have 5 points added to it. If on the contrary a driver is selected as 24.5 PFP -5, this means the driver must get 30 PFP in order to win, since his end score will have 5 points deducted from it.
NFL Scoring
Our scoring of NFL games will be based on the following values and positions.
Positions Available:
Quarterback (QB), Running Back (RB), Wide Receiver (WR), Tight End (TE), Kicker (K)*
Fantasy Point Scoring System:
Passing Yards (PY): +.04 (per 1 yard)
Passing Touchdown (PTD): +4 (per 1 TD completion)
Passing Interception (INT): -2 (per 1 INT)
Passing 2-Point Conversion (2PC): +2 (per 1 2-Point completion)
Over 300 Passing Yards (PY300): +1 (per 300 total passing yds per game AND every 100 total passing yds over 300 per game)
Rushing Yards (RY): +.1 (per 1 yard)
Rushing Touchdown (RTD): +6 (per 1 TD rush)
Rushing 2-Point Conversion (2PR): +2 (per 1 2-Point rush)
Over 100 Rushing Yards (RY100): +1 (per every 100 total rushing yds per game)
Receiving Yards (REY): +.1 (per 1 yard)
Reception (REC): +.5 (per 1 reception caught)
Receiving Touchdown (RETD): +6 (per 1 TD reception)
Receiving 2-Point Conversion (2PRE): +2 (per 1 2-Point reception)
Over 100 Receiving Yards (REY100): +1 (per every 100 total receiving yds per game)
Total Fumbles Lost (FUML): -2 (per 1 lost fumble)
Kickoff Return Touchdown (KRTD): +6 (per 1 TD return)
Punt Return Touchdown (PRTD): +6 (per 1 TD return)
2-Point Attempt Return Touchdown (2PTRET): +2 (per 1 TD return when opposing team attempts 2-Point conversion)
Point After Touchdown Made (PAT): +1 (per 1 made extra point kick)
Field Goal Missed (FGMiss): -1 (per 1 missed FG any length)
Field Goal Made 0-39 Yards (FG0): +3 (per 1 FG made 39 yds or less)
Field Goal Made 40-49 Yards (FG40): +4 (per 1 FG made 40-49 yds)
Field Goal Made 50+ Yards (FG50): +5 (per 1 FG made 50 yds or more)
Additional Notes:
Kickers (K) only receive DFP for Kicking
No Kicker will receive DFP for any other scoring type including special teams TD & FUM
We use a Fractional Fantasy Point System
We include Negative Point Values
Daily Scores are Graded after Each Game
Last Scores of the Week are Graded after Monday Night Football (MNF) Conclusion
Next Week Lineups Begin Immediately after MNF Scores are Graded
First Contest Usually take place on Thursday Evening
NBA Scoring
Positions Available:
Point Guard (PG), Shooting Guard (SG), Small Forward (SF), Power Forward (PF), Center (C)
Fantasy Point Scoring System:
Points Scored (PTS): +1 (per 1 PTS)
Total Rebounds (REB): +1 (per 1 REB)*
Assists (AST): +1 (per 1 AST)
Blocked Shots (BLK): +1 (per 1 BLK)
Steals (STL): +1 (per 1 STL)
Turnovers (TOV): -1 (per 1 TOV)
Double Double Bonus: +2 (per Double Double)**
Triple Double Bonus: +4 (per Triple Double)***
*Total Rebounds includes total from both Offensive and Defensive.
**Double Double means double digits (10 or more) in two categories per game including PTS, REB, AST, BLK, STL. For example, if a driver had 22 PTS, 7 REB, 10 AST, 0 BLK, 1 STL, 2 TOV, the Total Dober Fantasy Points would be: 40. A +2 Bonus is added for having double digits in PTS and AST in this case.
***Same as Double Double but must have double digits in three categories per game including PTS, REB, AST, BLK, STL.
Notes:
We include Negative Point Values
Last Scores are Graded Each Day
Next Day Lineups Begin Immediately After Last Game Has Begun